I just started in Unreal to build the games I want to play. This video was exactly what I needed. Now I have an idea how I can manipulate the feel of a scene within a game.
very interesting. would love to see an update video that goes over the anamorphic squeeze factor, maybe even in conjunction with this free lens pack: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-3n-lBb_DCl4.html
Thanks for this! You've earned another subscriber :) Question, tho. I have built a heightmap in Gaea and have brought it into UE 5.3.2. My landscape material is working just fine but when I attempt to import my slope layer so the mountains have cliff-rock material on the edges, it turns my entire landscape into that rock texture except for a few bumps here and there. I thought 'ok, I'll just import the slope into my grass layer and that might reverse the effect' but no. I added a texture to my flow mask and it worked perfectly. Any thoughts on how to properly import the slope mask? Cheers
Thank you! It’s been a while since I made this. At this point I’d export a splat map from Gaea, which is the equivalent of a packed texture node and then use the rgb of that node to layer 3 textures onto the landscape. Hope that makes sense.
@@cinemyscope6630 Would the packed RGB masked texture map require to connect to a lerp alpha input alongside two textures to blend their RGB channels or one of the channels to layer the textures? Does the packed RGB masked texture map require to import under the Landscape Mode's Layers too, or only use within the master material?
Great tutorial, your voice kinda reminds me of one of my old scary school teacher. I recently bought Gaea and didn't know what to do with all these different outputs. Thanks.
what you think about 2:1 aspect ratio, for me is that perfect balance between wide cinematic look and extra height space, one example of it was netflix stranger things show
Cinematographer Vittorio Storaro is a great proponent of 2:1. At this point using less common ratios is a lot easier than it used to be. If you favor it for aesthetic purposes, go for it!
Great workflow, we now have endless art design...though most that work with AI are used to many iterations so yeah for those that think this is automatic, take it for a spin. 😅
Thanks, it was more intended as a statement to those still on the fence. New technology creates opportunities that the old guard accustomed to certain workflows often rejects. "Traditional" digital artist themselves are utilizing technology that not too long ago completely transformed the landscape of commercial art creation and changed the "technique" of an artists proficiency. The talent never really changed and neither will it with the incorporation of AI tools.
@@cinemyscope6630 in Cine EI mode you are always shooting at ISO 2000, when you change the exposure index to 800 you are overexposing by 1.5 stops, which produces a really clean image by getting light into the dark areas (where noise appears first) and allowing you to pull back highlights.
i disagree with the mouth, the mouth bends, but other stuff dont bend and contort like huggy's legs and lips, I think its a human lips but clearly configured and changed.
Because, I posted this before putting the audio into both channels. Sorry, it's a screw up but it's still a valid tutorial. TBH, youtube has never paid me a cent. It's free, so I hope you guys can forgive this audio imperfection.
Yes, thanks. I should re-do the video because it's been pointed out many times and I discovered the naming convention of the packed Quixel textures quite a long time ago. I'll probably wait till 5.4, hoping displacement will be back standard where it belongs without having to use a weird hack as currently required in 5.3. Thank you!
thanks for the tutorial. I worked more than 20 years with other 3d programs and now working with UE5 in the side... maybe u can help me with a little program. i see that you like your content window as organized as I do. I work with folders the group and tidy up ... one thing that strikes me as odd that I cant select a group and then move that whole group. as far as I know I have to group the single object and then can move that group actor object ... this is different form all other 2 DD / 3 DD programms... is there a better way? I have a project with folders and subfolder cause of the detail and different kinds objects that need to be grouped. working like that is a bit time consuming . thanks for the help -keep up the good work
Hi, I'm not 100% sure i follow you right but then my background with other DCC's is more limited. You may want to look into the "migrate" function (comes up when you right click a folder). It will permit you to move that folder to another project with all referenced dependencies of anything that's inside the folder.
@@cinemyscope6630 thanks for answering. no thats not what I meant. maybe an example explains it better. you put all your light stuff in, direct light, sky, fog etc... then they show up in your object tree menu (top right window in the UE hud). then to keep the file tidy your put them all into 1 folder and name it "lighting" ... is there a way to make this folder with all his children as a "solid" so I can grab it like a group object actor and move the folder around in my project world? also copy it or instance it? I have a project with a big building which has several ov those folders in a tree so I can seperate the different groups. and I can find a way to grab the "main building" folder an move the whole shabang around in the scene or even copy the whole thing with all its children. cheers
Can you make a tutorial on how to insert a greenscreen actor in the simplest and fastest way. For example EXR Data and that the Actor has a shadow and that the light from the background reflects on his face and on himself? for example, if on one side of the background the lighting is red, should it be reflected on the Actor?
Hi, I'm not sure I 100% follow your description but if you shoot green screen for compositing, I'd only use the UE tools for preview purposes and a designated compositing app for the final. This would be Nuke, Fusion, or AE. Fusion comes free with a DaVinci Resolve license. If you have a light in the build then your cinematographer needs to match that lighting on the green screen stage. That's where the UE preview can be helpful.
@@cinemyscope6630 I speak German and I wrote with a translator, so maybe it's not translated well. I came across a tutorial where I can insert a greenscreen actor the fastest. But here I can't insert a shadow for the actor and insert some light to illuminate him, because on some backgrounds when I insert a greenscreen actor it looks too dark. I don't work with live cam, but first I record the actor and then I insert it into EXR files in Unreal Engine. I remove the green background using After Effects. Here is the tutorial where the GreenScreen actor is inserted the fastest and easiest ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-j6FRbGkHuc8.html I wrote to him as well, but he hardly answers to anyone
This is truly GOLD. Its soo good half way while watching it I realised why its not behind a paywall. Thankyou soo much. I really appreciate this, would love to see more content like this.
I am confused, when I import the file Unreal Engine has an error because it isn’t grayscale, then the map comes out all spiky. Why is your file not grayscale and works or how is your file grayscale?
This is too little info to diagnose from the distance, but in a nutshell, your hightmap is a grayscale image, whereas your albedo, normal, etc. are color images.
Really good video but its sadly very tiring to watch since your voice only comes out of the left speaker (especially bad on headphones). Would love to see this fixed :D
"It would make sense to place [the buttons] in here" Are you blind? The buttons you said you want inside are literally right there under your fingers as you said that. They are duplicated from the outside ones!
Give this a second of thought first! Once you actually get to use that camera, you may notice that when the flip out screen is open, the buttons are facing the actor and not the camera operator. Blackmagic addressed this issue in their MKII version by positioning the buttons on the body, though sadly still in a location thats obscured when the screen is open.
@@cinemyscope6630 Look at the buttons on the back of the screen, then look at the ones on the body. 8 of them are identical. They already did what you asked for. THE BUTTONS ARE ALREADY ON THE BODY.
I was having issues with my directional sun casting shadows on my landscape once the layer blend material was added (even when making all materials weighted) no idea what is causing it.
Thank you for this! I followed along and did the whole thing and made myself a little scene just like this thanks to you! Your results and art direction are A+++